Celas_Dranacea wrote: »We don't need an elite class off grinders 2x as powerful. Folks can get more powerful with gear and skill already
Yes but, you can only get to a certain point before you get cut off and can no longer get any better. And at that point every other player can catch up to you and then you're just another ordinary player and there's nothing special about you.
What should be special about you should be you're a better player.
It's not possible to be a better player when someone else has:
1. You're exact same gear
2. Are at your exact same level
3. Same Glyphs
4. Same abilities
And this is exactly what happens with CAPS. Most top players have cookie cutter builds that they copied from Youtube videos and in these videos they tell you exactly what gear to use with what glyphs to use and what abilities to use. So you and 99% of other max level players are running around and the only difference is the class that you're using.
How are you supposed to stand out or be a better player when you're a DK and the 10 other DKs running next to you are all exact duplicates. More often than not it comes down to luck with CAPS.
Attorneyatlawl wrote: »Well that's one opinion - long winded as usual.Attorneyatlawl wrote: »MaximusDargus wrote: »lance_lindbergub17_ESO wrote: »CP is primarily a problem for PVP. There's a much easier solution than capping it for everyone, give PVP players a choice, by making a campaign that uses CP, and one that does not. Simple.
If I want CP points to count in PVP , I join the campaign that incorporates CP.
If I don't want CP points involved in PVP, I join the campaign that ignores them.
CP has an (smaller) impact on PVE. Instead of capping it for everyone, give PVE players a choice, to use CP/not for ranked content.
If I want to run VDSA using CP, I choose to do so and am ranked with others using CP
If I want to run VDSA without CP, I choose to do so, and am ranked with others ignoring CP
CP does NOT "primarily" affect PvP. It impacts every aspect of play and completely trivializes it to the point of making it irrelevant to the Godmode options it renders for players. You put in a system which allows for essentially infinite progression into all possible passives and then sit back and watch PvE challenge go completely out the window (already happened) and class balance - such as it was anyway even before CP... - totally irrelevant.
The system design at core was flawed from the get go and is not conducive to meaningful choices let alone in harmony with that concept, and in fact is a departure from it in the wost way. Considering the massive litany of rationlizations for the 5 skill action bar alone, you would think someone on the dev team would have realized that allowing for everything to get maxed for every stat, would not be a smart let alone sustainable system in an MMO.
Then the problem is not CP but lack of content scaled up to people with that much CP?
Have you ever thought that people who grinded CP might enjoy the fact that now everything is easy? Have you thought they might have done this on purpose? That they like it when their character gets stronger?
Have you ever played with a progression raiding guild? Have you ever played with a dedicated hardcore PvP guild? Have you ever thought that those people do NOT enjoying facerolling content by just lamblasting past all mechanics because the DPS, shields, blocking, etc. is so over the top? There have already been umpteen threads posted about this as far back as the earliest rounds of PTS testing of CP system.
We are also not talking about getting "stronger" here. The CP system allows for ALL stats to be completly maxed out and all possible combat passives as well -- regardless of your build, your role, or yoour skill at playing.
Players in every single MMO I have ever played also always outpace the rate at which content is delivered. You cannot put in a system like this one as just say the solution is that well we just need to have more content scaled up.
(Cliff notes/tl;dr section at the end of this post.)
I'm in a progression raiding guild now, and have played with dedicated hardcore PvP guilds, both in ESO and other games. Hoping soon to join up with a hardcore PvP one (to be continued...) again here.
Here's the interesting thing about allowing for character strength to grow beyond the content: limit it enough so that it isn't overwhelmingly powerful to where the content is like sleepwalking, and it doesn't make it "easier" or trivialize it. It alters it. Some of the best leaderboard-scoring strategies, lately, have involved leveraging those points to do complete the Trials/Veteran Dragonstar Arena, while still killing everything, that would be difficult or impossible otherwise including concepts like split groups even mid-pull. This doesn't result in it being easier... but rather, different, and on the edge cases where it's only just above the mark of being practically possible, it actually becomes harder to pull off.
@MaximusDargo additionally brought up a pretty good point, as far as individual progression. I've posted more than a bit before, about the champion system, its power gap potential (or lack thereof, depending on your opinion), and leveling speeds between different game activities. One of the reasons I basically had stopped posting about PVP and PVE XP parity even in a thread directed at @ZOS_BrianWheeler, was that I realized something: "Maybe those mobs, in the massive Imperial City sewers I'd seen @Dominoid's datamined maps of, provide good XP, enough so that it's worth the risk to kill them for currency as well as leveling, with the risk of PVP attackers and mixing up the action in gameplay! That might be why they aren't mentioning much about really and definitely looking into raising the XP from player kills directly?"
I think that turned out to be the case! The sewers mobs I've been killing packs of so far, give around 1255 champion XP/regular XP without enlightenment, when not subscribed to ESO Plus but using a crafted Psijic Ambrosia drink on the Imperial City 2.1 PTS. Is that going to be enough to bridge the parity gap? Not necessarily. But, it may bring it close enough along with the whole idea of a rolling cap average as @Gidorick's been advocating for, that it overall becomes a non-issue in the practical sense when playing. Hop in a duo or trio and rampage through which makes the killing much easier and more reliable along with giving you better odds when enemy players inevitably jump on you to go for a fight, and it's a very fun & varied source of XP gain, Tel Var stones, and AP!
CLIFF NOTES: So basically, to sum up my mini-wall of text here, I'm thinking that:
-The rolling cap average idea (taking into account server processing load, it would have its effect almost entirely the same way by doing it once a day at an off-peak time, for the boost) that scales based on your current champion rank vs. the top ten or so percent's, granting you more Enlightenment on your daily tick based upon how big the difference is (remember, Enlightenment causes you to earn champion points at quadruple the speed you do when you aren't Enlightened).
-The Imperial City may have already hit the answer, if that were implemented, as far as making up the rest of the parity gap in PVE/PVP. I'm sure most people can relate: if you have Enlightenment, it really doesn't feel like it takes long to grab a champion level. Therefore, even in PVE activity that doesn't give as much insane XP as solely focusing on your earnings per hour, you still would be progressing at a nice rate then.
I dont agree with CPs caps as a solution to the problem which the CP system has created in an already problem plagued leveling system at end game.
Temporarily capping stats by DLCs is just a band aid on a bigger issue few are willing to look at square in the face. The game was already a sleepwalk before CPs let alone now, and no amount of delays in people still being able to acquire all of them will change it. Allowing for all possible combat passives from the CP system allocation to be applied to a single build is the issue.
Well.... no, it's not. Leaderboard Trials and VDSA runs are anything but a sleepwalk, and like I said, it does open up additional strategies that result in a rolling difficulty increase in some ways, too. For solo PVE content, or daily undaunted gold key dungeons? Sure, I wouldn't disagree that they're pretty easy for a lot of people, although they likewise aren't for some as well.
The issue of Champion Ranks not ultimately allowing for customization due to eventually earning all of them, is an idea I'm already planning to speak of a solution for soon, which I hope will be pretty popular.
EDIT: Added spoiler tags around the quote, which ended up being way too big.
Waffennacht wrote: »There are no need for caps.
Ive been PvP ing a lot to see what the veterans can do.
Im lvl 33 faced DK werewolf lvl V2, he attacked me while I was on horseback and after a few minutes of battle he ran off. Knowing he went for an advantage I disengaged and left.
Ran into a V12 i believe NB and after another timely battle he lay dead.
Then came a V9 sorceror, Im sure I would have killed him in 1v1 but half way through a group of allies came and killed him.
I was then fighting a V 12 DK and was about to kill him then an enemy archer came to his aid and killed me.
My opinion is that of course levels matter but to say you will automatically lose to these higher players is a mistake. Leave the game be I say
Attorneyatlawl wrote: »Well that's one opinion - long winded as usual.Attorneyatlawl wrote: »MaximusDargus wrote: »lance_lindbergub17_ESO wrote: »CP is primarily a problem for PVP. There's a much easier solution than capping it for everyone, give PVP players a choice, by making a campaign that uses CP, and one that does not. Simple.
If I want CP points to count in PVP , I join the campaign that incorporates CP.
If I don't want CP points involved in PVP, I join the campaign that ignores them.
CP has an (smaller) impact on PVE. Instead of capping it for everyone, give PVE players a choice, to use CP/not for ranked content.
If I want to run VDSA using CP, I choose to do so and am ranked with others using CP
If I want to run VDSA without CP, I choose to do so, and am ranked with others ignoring CP
CP does NOT "primarily" affect PvP. It impacts every aspect of play and completely trivializes it to the point of making it irrelevant to the Godmode options it renders for players. You put in a system which allows for essentially infinite progression into all possible passives and then sit back and watch PvE challenge go completely out the window (already happened) and class balance - such as it was anyway even before CP... - totally irrelevant.
The system design at core was flawed from the get go and is not conducive to meaningful choices let alone in harmony with that concept, and in fact is a departure from it in the wost way. Considering the massive litany of rationlizations for the 5 skill action bar alone, you would think someone on the dev team would have realized that allowing for everything to get maxed for every stat, would not be a smart let alone sustainable system in an MMO.
Then the problem is not CP but lack of content scaled up to people with that much CP?
Have you ever thought that people who grinded CP might enjoy the fact that now everything is easy? Have you thought they might have done this on purpose? That they like it when their character gets stronger?
Have you ever played with a progression raiding guild? Have you ever played with a dedicated hardcore PvP guild? Have you ever thought that those people do NOT enjoying facerolling content by just lamblasting past all mechanics because the DPS, shields, blocking, etc. is so over the top? There have already been umpteen threads posted about this as far back as the earliest rounds of PTS testing of CP system.
We are also not talking about getting "stronger" here. The CP system allows for ALL stats to be completly maxed out and all possible combat passives as well -- regardless of your build, your role, or yoour skill at playing.
Players in every single MMO I have ever played also always outpace the rate at which content is delivered. You cannot put in a system like this one as just say the solution is that well we just need to have more content scaled up.
(Cliff notes/tl;dr section at the end of this post.)
I'm in a progression raiding guild now, and have played with dedicated hardcore PvP guilds, both in ESO and other games. Hoping soon to join up with a hardcore PvP one (to be continued...) again here.
Here's the interesting thing about allowing for character strength to grow beyond the content: limit it enough so that it isn't overwhelmingly powerful to where the content is like sleepwalking, and it doesn't make it "easier" or trivialize it. It alters it. Some of the best leaderboard-scoring strategies, lately, have involved leveraging those points to do complete the Trials/Veteran Dragonstar Arena, while still killing everything, that would be difficult or impossible otherwise including concepts like split groups even mid-pull. This doesn't result in it being easier... but rather, different, and on the edge cases where it's only just above the mark of being practically possible, it actually becomes harder to pull off.
@MaximusDargo additionally brought up a pretty good point, as far as individual progression. I've posted more than a bit before, about the champion system, its power gap potential (or lack thereof, depending on your opinion), and leveling speeds between different game activities. One of the reasons I basically had stopped posting about PVP and PVE XP parity even in a thread directed at @ZOS_BrianWheeler, was that I realized something: "Maybe those mobs, in the massive Imperial City sewers I'd seen @Dominoid's datamined maps of, provide good XP, enough so that it's worth the risk to kill them for currency as well as leveling, with the risk of PVP attackers and mixing up the action in gameplay! That might be why they aren't mentioning much about really and definitely looking into raising the XP from player kills directly?"
I think that turned out to be the case! The sewers mobs I've been killing packs of so far, give around 1255 champion XP/regular XP without enlightenment, when not subscribed to ESO Plus but using a crafted Psijic Ambrosia drink on the Imperial City 2.1 PTS. Is that going to be enough to bridge the parity gap? Not necessarily. But, it may bring it close enough along with the whole idea of a rolling cap average as @Gidorick's been advocating for, that it overall becomes a non-issue in the practical sense when playing. Hop in a duo or trio and rampage through which makes the killing much easier and more reliable along with giving you better odds when enemy players inevitably jump on you to go for a fight, and it's a very fun & varied source of XP gain, Tel Var stones, and AP!
CLIFF NOTES: So basically, to sum up my mini-wall of text here, I'm thinking that:
-The rolling cap average idea (taking into account server processing load, it would have its effect almost entirely the same way by doing it once a day at an off-peak time, for the boost) that scales based on your current champion rank vs. the top ten or so percent's, granting you more Enlightenment on your daily tick based upon how big the difference is (remember, Enlightenment causes you to earn champion points at quadruple the speed you do when you aren't Enlightened).
-The Imperial City may have already hit the answer, if that were implemented, as far as making up the rest of the parity gap in PVE/PVP. I'm sure most people can relate: if you have Enlightenment, it really doesn't feel like it takes long to grab a champion level. Therefore, even in PVE activity that doesn't give as much insane XP as solely focusing on your earnings per hour, you still would be progressing at a nice rate then.
I dont agree with CPs caps as a solution to the problem which the CP system has created in an already problem plagued leveling system at end game.
Temporarily capping stats by DLCs is just a band aid on a bigger issue few are willing to look at square in the face. The game was already a sleepwalk before CPs let alone now, and no amount of delays in people still being able to acquire all of them will change it. Allowing for all possible combat passives from the CP system allocation to be applied to a single build is the issue.
Well.... no, it's not. Leaderboard Trials and VDSA runs are anything but a sleepwalk, and like I said, it does open up additional strategies that result in a rolling difficulty increase in some ways, too. For solo PVE content, or daily undaunted gold key dungeons? Sure, I wouldn't disagree that they're pretty easy for a lot of people, although they likewise aren't for some as well.
The issue of Champion Ranks not ultimately allowing for customization due to eventually earning all of them, is an idea I'm already planning to speak of a solution for soon, which I hope will be pretty popular.
EDIT: Added spoiler tags around the quote, which ended up being way too big.
Again don't agree. vDSA is not difficult. Neither are trials. They are extremely simplistic, scaled down versions of a few elements from full blown raids from other games and do not in anyway provide for complex game play like the kind some of us are used to engaging.
As for your "idea" - many of us have already argued about this a year ago before this system went live, since we could see it coming to the point exactly where it is right now, including this supposedly "new" idea of theirs to season cap CPs. Its a joke.
Waffennacht wrote: »There are no need for caps.
Ive been PvP ing a lot to see what the veterans can do.
Im lvl 33 faced DK werewolf lvl V2, he attacked me while I was on horseback and after a few minutes of battle he ran off. Knowing he went for an advantage I disengaged and left.
Ran into a V12 i believe NB and after another timely battle he lay dead.
Then came a V9 sorceror, Im sure I would have killed him in 1v1 but half way through a group of allies came and killed him.
I was then fighting a V 12 DK and was about to kill him then an enemy archer came to his aid and killed me.
My opinion is that of course levels matter but to say you will automatically lose to these higher players is a mistake. Leave the game be I say
Attorneyatlawl wrote: »Attorneyatlawl wrote: »Well that's one opinion - long winded as usual.Attorneyatlawl wrote: »MaximusDargus wrote: »lance_lindbergub17_ESO wrote: »CP is primarily a problem for PVP. There's a much easier solution than capping it for everyone, give PVP players a choice, by making a campaign that uses CP, and one that does not. Simple.
If I want CP points to count in PVP , I join the campaign that incorporates CP.
If I don't want CP points involved in PVP, I join the campaign that ignores them.
CP has an (smaller) impact on PVE. Instead of capping it for everyone, give PVE players a choice, to use CP/not for ranked content.
If I want to run VDSA using CP, I choose to do so and am ranked with others using CP
If I want to run VDSA without CP, I choose to do so, and am ranked with others ignoring CP
CP does NOT "primarily" affect PvP. It impacts every aspect of play and completely trivializes it to the point of making it irrelevant to the Godmode options it renders for players. You put in a system which allows for essentially infinite progression into all possible passives and then sit back and watch PvE challenge go completely out the window (already happened) and class balance - such as it was anyway even before CP... - totally irrelevant.
The system design at core was flawed from the get go and is not conducive to meaningful choices let alone in harmony with that concept, and in fact is a departure from it in the wost way. Considering the massive litany of rationlizations for the 5 skill action bar alone, you would think someone on the dev team would have realized that allowing for everything to get maxed for every stat, would not be a smart let alone sustainable system in an MMO.
Then the problem is not CP but lack of content scaled up to people with that much CP?
Have you ever thought that people who grinded CP might enjoy the fact that now everything is easy? Have you thought they might have done this on purpose? That they like it when their character gets stronger?
Have you ever played with a progression raiding guild? Have you ever played with a dedicated hardcore PvP guild? Have you ever thought that those people do NOT enjoying facerolling content by just lamblasting past all mechanics because the DPS, shields, blocking, etc. is so over the top? There have already been umpteen threads posted about this as far back as the earliest rounds of PTS testing of CP system.
We are also not talking about getting "stronger" here. The CP system allows for ALL stats to be completly maxed out and all possible combat passives as well -- regardless of your build, your role, or yoour skill at playing.
Players in every single MMO I have ever played also always outpace the rate at which content is delivered. You cannot put in a system like this one as just say the solution is that well we just need to have more content scaled up.
(Cliff notes/tl;dr section at the end of this post.)
I'm in a progression raiding guild now, and have played with dedicated hardcore PvP guilds, both in ESO and other games. Hoping soon to join up with a hardcore PvP one (to be continued...) again here.
Here's the interesting thing about allowing for character strength to grow beyond the content: limit it enough so that it isn't overwhelmingly powerful to where the content is like sleepwalking, and it doesn't make it "easier" or trivialize it. It alters it. Some of the best leaderboard-scoring strategies, lately, have involved leveraging those points to do complete the Trials/Veteran Dragonstar Arena, while still killing everything, that would be difficult or impossible otherwise including concepts like split groups even mid-pull. This doesn't result in it being easier... but rather, different, and on the edge cases where it's only just above the mark of being practically possible, it actually becomes harder to pull off.
@MaximusDargo additionally brought up a pretty good point, as far as individual progression. I've posted more than a bit before, about the champion system, its power gap potential (or lack thereof, depending on your opinion), and leveling speeds between different game activities. One of the reasons I basically had stopped posting about PVP and PVE XP parity even in a thread directed at @ZOS_BrianWheeler, was that I realized something: "Maybe those mobs, in the massive Imperial City sewers I'd seen @Dominoid's datamined maps of, provide good XP, enough so that it's worth the risk to kill them for currency as well as leveling, with the risk of PVP attackers and mixing up the action in gameplay! That might be why they aren't mentioning much about really and definitely looking into raising the XP from player kills directly?"
I think that turned out to be the case! The sewers mobs I've been killing packs of so far, give around 1255 champion XP/regular XP without enlightenment, when not subscribed to ESO Plus but using a crafted Psijic Ambrosia drink on the Imperial City 2.1 PTS. Is that going to be enough to bridge the parity gap? Not necessarily. But, it may bring it close enough along with the whole idea of a rolling cap average as @Gidorick's been advocating for, that it overall becomes a non-issue in the practical sense when playing. Hop in a duo or trio and rampage through which makes the killing much easier and more reliable along with giving you better odds when enemy players inevitably jump on you to go for a fight, and it's a very fun & varied source of XP gain, Tel Var stones, and AP!
CLIFF NOTES: So basically, to sum up my mini-wall of text here, I'm thinking that:
-The rolling cap average idea (taking into account server processing load, it would have its effect almost entirely the same way by doing it once a day at an off-peak time, for the boost) that scales based on your current champion rank vs. the top ten or so percent's, granting you more Enlightenment on your daily tick based upon how big the difference is (remember, Enlightenment causes you to earn champion points at quadruple the speed you do when you aren't Enlightened).
-The Imperial City may have already hit the answer, if that were implemented, as far as making up the rest of the parity gap in PVE/PVP. I'm sure most people can relate: if you have Enlightenment, it really doesn't feel like it takes long to grab a champion level. Therefore, even in PVE activity that doesn't give as much insane XP as solely focusing on your earnings per hour, you still would be progressing at a nice rate then.
I dont agree with CPs caps as a solution to the problem which the CP system has created in an already problem plagued leveling system at end game.
Temporarily capping stats by DLCs is just a band aid on a bigger issue few are willing to look at square in the face. The game was already a sleepwalk before CPs let alone now, and no amount of delays in people still being able to acquire all of them will change it. Allowing for all possible combat passives from the CP system allocation to be applied to a single build is the issue.
Well.... no, it's not. Leaderboard Trials and VDSA runs are anything but a sleepwalk, and like I said, it does open up additional strategies that result in a rolling difficulty increase in some ways, too. For solo PVE content, or daily undaunted gold key dungeons? Sure, I wouldn't disagree that they're pretty easy for a lot of people, although they likewise aren't for some as well.
The issue of Champion Ranks not ultimately allowing for customization due to eventually earning all of them, is an idea I'm already planning to speak of a solution for soon, which I hope will be pretty popular.
EDIT: Added spoiler tags around the quote, which ended up being way too big.
Again don't agree. vDSA is not difficult. Neither are trials. They are extremely simplistic, scaled down versions of a few elements from full blown raids from other games and do not in anyway provide for complex game play like the kind some of us are used to engaging.
As for your "idea" - many of us have already argued about this a year ago before this system went live, since we could see it coming to the point exactly where it is right now, including this supposedly "new" idea of theirs to season cap CPs. Its a joke.
Yeah, I'm not new to MMO's either... I said leaderboard runs, though. Depending on who you're running with, just completing the trials can range from "really simple " to "OMG I JUST GOT THE ACHEIEVEMENT GUYS!" tough in terms of how you feel afterwards. And for many, the latter is something they'd not only say, but be proud to. That's great! I've long advocated here for options, going from the UI on up. That doesn't just mean difficulty in options, but also ease for newer or, completely legitimately a playstyle, more casual players. Going for the top few spots on the boards is an entirely different animal, and is what I meant when I said "leaderboard runs for trials and vdsa".
Eso's trials aren't quite intended to be what many people's World of Wombats careers might have lead them to think of them as, if you played it? They're meant as shorter excursions you repeat more quickly to improve and aim for the top, if looking for a challenge, instead of three hour long 25-40-man required to even go "raids". Wow wasn't the first MMO, and it wasn't the only one to ever have a raid. That game's one take on it of many. If you participate in the PTS for very long, you'll find out the content direction. Spoiler alert: easier to complete on normal mode dungeons and trials that are mechanics-focused after a moderate boss to make sure your group can do it between damage, healing, and coordination, and then fun. The veteran modes of those two Imperial City DLC dungeons are a nice challenge.
On your last remark, I've yet to see another post outlining how to change champion system progression quite how my idea was, so I think it's pretty much new to at least most people. But that isn't what I had referred to in the first place, even. "Champion point customization" is, not champion point progression as you followed up with.
Yes.
I would do it as follows:
500 CP cap with the release of IC.
750CP cap with release of Orsinium
1000cp cap with release of thieves or dark brotherhood, whichever comes first.
1250cp for the next
1500 for the one after
You see where this is going.. that means you can earn 500cp pretty close to every six moths which I feel is reasonable and makes you take a few years to actually reach the max 3600,
yeah seems very resonable. and perhaps let be people that are one step behind be permanent enlighted. so from 1-500 after the release of ic you are enlighted after orsinium from 1-750 and so on.Yes.
I would do it as follows:
500 CP cap with the release of IC.
750CP cap with release of Orsinium
1000cp cap with release of thieves or dark brotherhood, whichever comes first.
1250cp for the next
1500 for the one after
You see where this is going.. that means you can earn 500cp pretty close to every six moths which I feel is reasonable and makes you take a few years to actually reach the max 3600,
Emma_Eunjung wrote: »If ZOS starts reneging on the Champion System when people have invested hundreds of hours grinding CP... this will be the end of their credibility.
NadiusMaximus wrote: »This game just got stupid.
We are going to remove the vet levels by adding vet levels which will be replaced by champion points, which can be ground to replace lack of endgame. It will take a long time to get these points to a level that really matters.... Hold on, my phones ringing. ..... What? People are getting an advantage with the new system, and have already gotten more points than we thought possible? Well, let's give the players double xp potions to catch up to those players.....there that's fixed. As I was saying. .. Hold on... Phone again.. . What? Now the people that already have a massive lead in champion points are using the xp potions to get an even bigger lead? Well, put a cap on the points gained, yeah, make it so they can't gain anymore untill the next dlc is released. That will fix it... Wait, what was I doing in the first place, oh yeah, removing something... Uh.
SourishWhale wrote: »@Sausage
Yes, but even with the catch up mechanic, you don't have a choice on how to play.
Say Im a PVPer and I want to PVP all the time and actually be able to compete and enjoy it, I have to grind mobs or quest for several hours in order to do so. For most of the PVPers, this is not enjoyable at all, and takes much of the fun away from playing the game.
I like PVP, and I want to play PVP as much as I can. I shouldn't have to spend the first month of the DLC period grinding to cap, just so I can do what I want when I play ESO.
Any player of any level should be able to jump in to a PVP server and compete against similar leveled players.
Even with a cap, you still would be expected to grind/quest a lot of hours each DLC period in order to play competitively.
Even with a great catch-up mechanic, I still have no desire to grind XP. Regardless of how much fast it is. A minute of mob grinding is a minute I would rather be doing something better with my time. And I'd probably not even log on if that was the case.
This is the problem. Catch up is fine if you have high and mighty goals of one day becoming the top tier pvper. So I think that is certainly something that needs to be implemented, to cater to those who want it.
However, some people are happy playing in a 100 CP cap for PVP forever. They don't NEED to catch up. They just want a level playing field to enjoy the game with friends.
yeah seems very resonable. and perhaps let be people that are one step behind be permanent enlighted. so from 1-500 after the release of ic you are enlighted after orsinium from 1-750 and so on.Yes.
I would do it as follows:
500 CP cap with the release of IC.
750CP cap with release of Orsinium
1000cp cap with release of thieves or dark brotherhood, whichever comes first.
1250cp for the next
1500 for the one after
You see where this is going.. that means you can earn 500cp pretty close to every six moths which I feel is reasonable and makes you take a few years to actually reach the max 3600,
Waffennacht wrote: »
I know if I had nothing left to strive for in on online game, I would stop playing and probably never come back as a new game would fit my fancy.
If im down to PvP only, ill play CoD.
So what if there is a small percentage of players you can't reach? Oh no you died! The world isn't over, go to a different location.
Finally a game is created that has just about everything I want and everyone wants to turn it into another common game.
I couldn't agree more. Everyone wants this to be another cookie cutter MMO. There are literally hundreds of other games out there where you can be exactly as good as every other player when you reach the CAP.
I, like you, would lose all incentive to play if/when I hit the caps if they were ever implemented.
I hope ZOS aren't even considering this.
Sandmanninja wrote: »Waffennacht wrote: »
I know if I had nothing left to strive for in on online game, I would stop playing and probably never come back as a new game would fit my fancy.
If im down to PvP only, ill play CoD.
So what if there is a small percentage of players you can't reach? Oh no you died! The world isn't over, go to a different location.
Finally a game is created that has just about everything I want and everyone wants to turn it into another common game.
I couldn't agree more. Everyone wants this to be another cookie cutter MMO. There are literally hundreds of other games out there where you can be exactly as good as every other player when you reach the CAP.
I, like you, would lose all incentive to play if/when I hit the caps if they were ever implemented.
I hope ZOS aren't even considering this.
You.. you grind and grind, get an uber amount of CPs, camp the choice spots, one-shot everyone else, and tell people to "go someplace else" if they keep getting one-shotted.
Dude - PLEASE go to CoD or some other masterbation-fest of headshots.